Cloth+RigidBody limitation #82817

Open
opened 2020-11-18 16:30:53 +01:00 by Andrea Coppola · 14 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30

Blender Version
Broken: version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: 3e85bb34d0
Worked: (newest version of Blender that worked as expected)

Short description of error
Hi,
I wonder that to make interactive a rigid body and a cloth (so that cloth can be deformed by the rigid body after collision), I had to create a phantom-collider parented with the rigid body to whom I applied a Collision. This is the only method to have interactivity between the 2 object.
I noticed that making the same execise in Blender 2.79, the rigid body naturally defermed the cloth, without the phantom-collider parented.
Why?

Exact steps for others to reproduce the error
#82817.blend

  • Open file
  • Play animation
    Cloth should collide with Sphere, but it doesn't
**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 **Blender Version** Broken: version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: `3e85bb34d0` Worked: (newest version of Blender that worked as expected) **Short description of error** Hi, I wonder that to make interactive a rigid body and a cloth (so that cloth can be deformed by the rigid body after collision), I had to create a phantom-collider parented with the rigid body to whom I applied a Collision. This is the only method to have interactivity between the 2 object. I noticed that making the same execise in Blender 2.79, the rigid body naturally defermed the cloth, without the phantom-collider parented. Why? **Exact steps for others to reproduce the error** [#82817.blend](https://archive.blender.org/developer/F9360944/T82817.blend) - Open file - Play animation Cloth should collide with Sphere, but it doesn't
Author

Added subscriber: @blenderhighschool

Added subscriber: @blenderhighschool

#83594 was marked as duplicate of this issue

#83594 was marked as duplicate of this issue

#83679 was marked as duplicate of this issue

#83679 was marked as duplicate of this issue

Added subscriber: @iss

Added subscriber: @iss

I think this should work, though your file does have dependency cycles, which often cause simulations to misbehave. Check Window > Toggle System Console.

I will replace example file

I think this should work, though your file does have dependency cycles, which often cause simulations to misbehave. Check Window > Toggle System Console. I will replace example file

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Author

Yes it works, but it doesn't seem like a normal workflow to me. Why did it work automatically in version 2.79 and from 2.8 onwards you have to find these absurd tricks?

Yes it works, but it doesn't seem like a normal workflow to me. Why did it work automatically in version 2.79 and from 2.8 onwards you have to find these absurd tricks?
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

Usually, if you want to compare behavior in 2.7x and 2.9x, it would be helpful to provide either a test file that works in both versions, or one .blend file for each version.

In any case, the main issue here is that Blenders physics system is just not capable of handling these kinds of interactions reliably yet. The fact that it worked in an older version was probably more "by accident". The new depsgraph "disabled" some functionality that kind of worked in the past, but weren't designed to work correctly.
To get similar behavior in the new depsgraph, you have to use tricks as you noticed. This is unfortunate, but it is unlikely that this will change before we improve our physics system in general (we might start to work on it this year).

Until then, this is a known issue. Thanks for the report anyway.

Usually, if you want to compare behavior in 2.7x and 2.9x, it would be helpful to provide either a test file that works in both versions, or one .blend file for each version. In any case, the main issue here is that Blenders physics system is just not capable of handling these kinds of interactions reliably yet. The fact that it worked in an older version was probably more "by accident". The new depsgraph "disabled" some functionality that kind of worked in the past, but weren't designed to work correctly. To get similar behavior in the new depsgraph, you have to use tricks as you noticed. This is unfortunate, but it is unlikely that this will change before we improve our physics system in general (we might start to work on it this year). Until then, this is a known issue. Thanks for the report anyway.
Member
Added subscribers: @TobiaszunfaKaron, @Fernando-Alcala, @jwvdronkelaar

I found the issue. Collision sources Final and Deform don't work (as expected) but Base does.
the most based convex hull.mp4

I found the issue. Collision sources *Final* and *Deform* don't work (as expected) but *Base* does. [the most based convex hull.mp4](https://archive.blender.org/developer/F9553627/the_most_based_convex_hull.mp4)

Added subscriber: @Mpc46

Added subscriber: @Mpc46

Hopefully is gonna get fixed soon 🌮

Hopefully is gonna get fixed soon 🌮
Author

Thanx

Thanx
Philipp Oeser removed the
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Reference: blender/blender#82817
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